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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.42 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.96 by root, Sun Feb 7 04:22:33 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
26 * of code 27 * of code
36/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
37 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
38 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
39 * op is the spell object. 40 * op is the spell object.
40 */ 41 */
41 42static void
42void
43check_spell_knockback (object *op) 43check_spell_knockback (object *op)
44{ 44{
45 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
47 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
48 47
49 if (!op->weight) 48 if (!op->weight)
50 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
55 { 54 {
56 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
57 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
58 } 57 }
59 58
60 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
61 { 60 {
62 int num_sections = 1; 61 int num_sections = 1;
63 62
64 /* don't move DM */ 63 /* don't move DM */
65 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
72 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
73 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
74 continue; 73 continue;
75 74
76 /* count the object's sections */ 75 /* count the object's sections */
77 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
78 num_sections++; 77 num_sections++;
79 78
80 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
81 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
82 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114 113static void
115void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
120 maptile *m; 118 maptile *m;
151 new_bolt->duration++; 149 new_bolt->duration++;
152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
153 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
154 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
155 tmp->stats.dam++; 153 tmp->stats.dam++;
154
156 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
157 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
158} 157}
159 158
160/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
161 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
162 */ 161 */
163
164void 162void
165move_bolt (object *op) 163move_bolt (object *op)
166{ 164{
167 int mflags; 165 int mflags;
168 sint16 x, y; 166 sint16 x, y;
169 maptile *m; 167 maptile *m;
170 168
171 if (--op->duration < 0) 169 if (--op->duration < 0)
172 { 170 {
173 op->destroy (); 171 op->drop_and_destroy ();
174 return; 172 return;
175 } 173 }
176 174
177 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
178 176
251 tmp->duration++; 249 tmp->duration++;
252 250
253 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
254 * going off in other directions. 252 * going off in other directions.
255 */ 253 */
256 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
257 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
258 forklightning (op, tmp);
259 }
260 256
261 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
262 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
263 */ 259 */
264 op->range = 0; 260 op->range = 0;
281 int mflags; 277 int mflags;
282 278
283 if (!spob->other_arch) 279 if (!spob->other_arch)
284 return 0; 280 return 0;
285 281
286 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
287 if (tmp == NULL) 283 if (tmp == NULL)
288 return 0; 284 return 0;
289 285
290 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
291 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
292 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
293 if (spob->slaying) 290 if (spob->slaying)
294 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
295 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
296 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
297 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
298 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
299 297
310 308
311 maptile *newmap; 309 maptile *newmap;
312 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
313 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
314 { 312 {
315 tmp->destroy (); 313 tmp->drop_and_destroy ();
316 return 0; 314 return 0;
317 } 315 }
318 316
319 tmp->map = newmap; 317 tmp->map = newmap;
320 318
321 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
322 { 320 {
323 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
324 { 322 {
325 tmp->destroy (); 323 tmp->drop_and_destroy ();
326 return 0; 324 return 0;
327 } 325 }
328 326
329 tmp->x = op->x; 327 tmp->x = op->x;
330 tmp->y = op->y; 328 tmp->y = op->y;
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
391 389
392/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
393 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
394 * explode. 392 * explode.
395 */ 393 */
396void 394static void
397explode_bullet (object *op) 395explode_bullet (object *op)
398{ 396{
399 object *tmp, *owner; 397 object *tmp, *owner;
400 398
401 if (op->other_arch == NULL) 399 if (!op->other_arch)
402 { 400 {
403 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
404 op->destroy (); 402 op->destroy ();
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
434 } 433 }
435 434
436 if (op->attacktype) 435 if (op->attacktype)
437 { 436 {
438 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
439 if (op->destroyed ()) 439 if (op->destroyed ())
440 return; 440 return;
441 } 441 }
442 442
443 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
444 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
445 445
446 tmp->set_owner (op); 446 tmp->set_owner (op);
447 tmp->skill = op->skill; 447 tmp->skill = op->skill;
448 448
449 owner = op->owner; 449 owner = op->owner;
450 450
451 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
452 { 455 {
453 op->destroy (); 456 op->destroy ();
454 return; 457 return;
455 } 458 }
456 459
483 486
484 /* Prevent recursion */ 487 /* Prevent recursion */
485 op->move_on = 0; 488 op->move_on = 0;
486 489
487 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
488 /* remove the firebullet */ 493 /* remove the firebullet */
489 op->destroy (); 494 op->destroy ();
490} 495}
491 496
492/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
520 { 525 {
521 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
522 { 527 {
523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
524 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
525 { 532 {
526 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
527 { 534 {
528 op->destroy (); 535 op->destroy ();
539 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
540 */ 547 */
541void 548void
542move_bullet (object *op) 549move_bullet (object *op)
543{ 550{
544 sint16 new_x, new_y;
545 int mflags;
546 maptile *m;
547
548#if 0 551#if 0
549 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
550 553
551 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
552 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
567 op->destroy (); 570 op->destroy ();
568 571
569 return; 572 return;
570 } 573 }
571 574
572 new_x = op->x + DIRX (op); 575 mapxy pos (op);
573 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
574 m = op->map;
575 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
576 577
577 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
578 { 579 {
579 op->destroy (); 580 op->destroy ();
580 return; 581 return;
581 } 582 }
582 583
583 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
584 { 589 {
585 if (op->other_arch) 590 if (op->other_arch)
586 explode_bullet (op); 591 explode_bullet (op);
587 else 592 else
588 op->destroy (); 593 op->destroy ();
589 594
590 return; 595 return;
591 } 596 }
592 597
593 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
594 return; 599 return;
595 600
596 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
597 { 602 {
598 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
617 int mflags; 622 int mflags;
618 623
619 if (!spob->other_arch) 624 if (!spob->other_arch)
620 return 0; 625 return 0;
621 626
622 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
623 if (tmp == NULL) 628 if (!tmp)
624 return 0; 629 return 0;
625 630
626 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
627 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
628 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
629 if (spob->slaying) 634 if (spob->slaying)
630 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
631 636
641 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
642 647
643 tmp->set_owner (op); 648 tmp->set_owner (op);
644 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
645 650
646 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
647 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
648 tmp->map = op->map; 653 tmp->map = op->map;
649 654
650 maptile *newmap; 655 maptile *newmap;
651 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
652 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
654 tmp->destroy (); 659 tmp->destroy ();
655 return 0; 660 return 0;
656 } 661 }
657 662
658 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
659 677
660 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
661 { 679 {
662 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
663 { 681 {
682 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
683 * 701 *
684 *****************************************************************************/ 702 *****************************************************************************/
685 703
686/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
687void 705static void
688cone_drop (object *op) 706cone_drop (object *op)
689{ 707{
690 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
691 709
692 new_ob->level = op->level; 710 new_ob->level = op->level;
693 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
694 712
695 /* preserve skill ownership */ 713 /* preserve skill ownership */
702/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
703 721
704void 722void
705move_cone (object *op) 723move_cone (object *op)
706{ 724{
707 int i;
708
709 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
710 if (!op->map) 726 if (!op->map)
711 { 727 {
712 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
713 op->set_speed (0); 729 op->set_speed (0);
733 } 749 }
734#endif 750#endif
735 751
736 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
737 753
754 if (!op->is_on_map ())
755 return;
756
738 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
739 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
740 * degree. 759 * degree.
741 */ 760 */
742 if (op->weight) 761 if (op->weight)
762 {
743 check_spell_knockback (op); 763 check_spell_knockback (op);
744 764
745 if (op->destroyed ()) 765 if (!op->is_on_map ())
746 return; 766 return;
767 }
747 768
748 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
749 { 770 {
750 op->destroy (); 771 op->destroy ();
751 return; 772 return;
752 } 773 }
753 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
758 { 779 {
759 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
760 return; 781 return;
761 } 782 }
762 783
763 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
764 { 785 {
765 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
766 787
767 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
768 { 789 {
819 */ 840 */
820 movetype = spell->other_arch->move_type; 841 movetype = spell->other_arch->move_type;
821 842
822 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
823 { 844 {
824 sint16 x, y, d; 845 sint16 x, y;
825 846
826 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
827 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
828 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
829 * to hit that person. 850 * to hit that person.
830 */ 851 */
831 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
832 while (d < 0)
833 d += 8;
834 while (d > 8)
835 d -= 8;
836 853
837 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
838 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
839 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
840 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
857 874
858 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
859 continue; 876 continue;
860 877
861 success = 1; 878 success = 1;
862 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
863 tmp->set_owner (op); 880 tmp->set_owner (op);
864 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
865 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
866 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
867 884
868 /* holy word stuff */ 885 /* holy word stuff */
869 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
870 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
935 * op is the original bomb object. 952 * op is the original bomb object.
936 */ 953 */
937void 954void
938animate_bomb (object *op) 955animate_bomb (object *op)
939{ 956{
940 int i;
941 object *env, *tmp;
942
943 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
944 return; 958 return;
945 959
946 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
947 961
948 if (op->env) 962 if (op->env)
949 { 963 {
950 if (env->map == NULL) 964 if (!env->map)
951 return; 965 return;
952
953 if (env->type == PLAYER)
954 esrv_del_item (env->contr, op->count);
955 966
956 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
957 return; 968 return;
958 } 969 }
959 970
960 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
961 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
962 // as bombs can be carried. 973 // as bombs can be carried.
963 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
964 { 975 {
965 op->destroy (); 976 op->destroy ();
966 return; 977 return;
967 } 978 }
968 979
970 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
971 * so just set up the appropriate values. 982 * so just set up the appropriate values.
972 */ 983 */
973 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
974 { 985 {
975 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
976 { 987 {
977 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
978 continue; 989 continue;
979 990
980 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
981 tmp->direction = i; 992 tmp->direction = i;
982 tmp->range = op->range; 993 tmp->range = op->range;
983 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
984 tmp->duration = op->duration; 995 tmp->duration = op->duration;
985 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
999} 1010}
1000 1011
1001int 1012int
1002create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1003{ 1014{
1004
1005 object *tmp; 1015 object *tmp;
1006 int mflags; 1016 int mflags;
1007 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1008 maptile *m; 1018 maptile *m;
1009 1019
1010 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1011 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1012 { 1029 {
1013 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1014 return 0; 1031 return 0;
1032 }
1015 } 1033 }
1016 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1017 1036
1018 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1019 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1020 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1021 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1041 * dir is the direction to look in. 1060 * dir is the direction to look in.
1042 * range is how far out to look. 1061 * range is how far out to look.
1043 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1044 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1045 */ 1064 */
1046object * 1065static object *
1047get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1048{ 1067{
1049 object *target; 1068 object *target;
1050 sint16 x, y; 1069 sint16 x, y;
1051 int dist, mflags; 1070 int dist, mflags;
1085 * op = player 1104 * op = player
1086 * caster = object casting the spell. 1105 * caster = object casting the spell.
1087 * dir = direction being cast 1106 * dir = direction being cast
1088 * spell = spell object 1107 * spell = spell object
1089 */ 1108 */
1090
1091int 1109int
1092cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1093{ 1111{
1094 object *effect, *target; 1112 object *effect, *target;
1095 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1105 * interesting spell. 1123 * interesting spell.
1106 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1107 * can't be friendly to your god. 1125 * can't be friendly to your god.
1108 */ 1126 */
1109 1127
1110 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1111 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1112 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1113 { 1133 {
1114 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1115 return 0; 1135 return 0;
1116 } 1136 }
1117 1137
1118 if (spell->other_arch) 1138 if (spell->other_arch)
1119 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1120 else 1140 else
1121 return 0; 1141 return 0;
1122 1142
1123 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1124 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1125 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1126 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1127 { 1147 {
1128 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1129 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1130 else 1150 else
1131 { 1151 {
1132 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1133 return 0; 1153 return 0;
1134 } 1154 }
1173 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1174 1194
1175 return 1; 1195 return 1;
1176} 1196}
1177 1197
1178
1179/**************************************************************************** 1198/****************************************************************************
1180 * 1199 *
1181 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1182 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1183 * code here is just to move the missile. 1202 * code here is just to move the missile.
1185 1204
1186/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1187void 1206void
1188move_missile (object *op) 1207move_missile (object *op)
1189{ 1208{
1190 int i, mflags;
1191 object *owner;
1192 sint16 new_x, new_y;
1193 maptile *m;
1194
1195 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1196 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1197 op->destroy (); 1220 op->destroy ();
1198 return; 1221 return;
1199 } 1222 }
1200 1223
1201 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1202#if 0
1203 /* It'd make things nastier if this wasn't here - spells cast by
1204 * monster that are then killed would continue to survive
1205 */
1206 if (owner == NULL)
1207 {
1208 op->destroy ();
1209 return;
1210 }
1211#endif
1212 1225
1213 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1214 new_y = op->y + DIRY (op);
1215
1216 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1217
1218 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1219 { 1227 {
1220 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1221 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1222 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1223 */ 1231 */
1224 if (!op->destroyed ())
1225 op->destroy ();
1226
1227 return;
1228 }
1229
1230 op->remove ();
1231
1232 if (!op->direction || (mflags & P_OUT_OF_MAP))
1233 {
1234 op->destroy (); 1232 op->destroy ();
1235 return; 1233 return;
1236 } 1234 }
1237 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1238 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1239 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1240 { 1244 {
1241 op->direction = i; 1245 op->direction = i;
1242 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1243 } 1247 }
1244 1248
1245 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1246} 1250}
1247 1251
1248/**************************************************************************** 1252/****************************************************************************
1249 * Destruction 1253 * Destruction
1250 ****************************************************************************/ 1254 ****************************************************************************/
1253 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1254 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1255 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1256 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1257 */ 1261 */
1258 1262static int
1259int
1260make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1261{ 1264{
1262 object *tmp;
1263
1264 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1265 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1266 return 0; 1267 return 0;
1267 1268
1268 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1269 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1270 tmp->stats.food = time; 1271 tmp->stats.food = time;
1271 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1272 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1273 if (tmp->glow_radius > MAX_LIGHT_RADII)
1274 tmp->glow_radius = MAX_LIGHT_RADII;
1275
1276 tmp->x = op->x;
1277 tmp->y = op->y;
1278 if (tmp->speed < MIN_ACTIVE_SPEED)
1279 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1280 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1281 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1282 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1283 1278
1284 if (!tmp->env || op != tmp->env)
1285 {
1286 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1287 return 0;
1288 }
1289 return 1; 1279 return 1;
1290} 1280}
1291 1281
1292int 1282int
1293cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1294{ 1284{
1295 int i, j, range, mflags, friendly = 0, dam, dur;
1296 sint16 sx, sy;
1297 maptile *m;
1298 object *tmp;
1299 const char *skill;
1300
1301 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1302 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1303 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1304 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1305 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1306 1290
1307 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1308 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1309 * We do some shortcuts here - since this is just temporary
1310 * and we'll reset the values back, we don't need to go through
1311 * the full share string/free_string route.
1312 */ 1293 */
1313 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1314 if (caster == op) 1296 if (caster == op)
1315 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1316 else if (caster->skill) 1298 else if (caster->skill)
1317 op->skill = caster->skill; 1299 op->skill = caster->skill;
1318 else 1300 else
1319 op->skill = NULL; 1301 op->skill = 0;
1320 1302
1321 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1322 1304
1323 for (i = -range; i < range; i++) 1305 dynbuf buf;
1306 unordered_mapwalk (buf, op, -range, -range, range, range)
1324 { 1307 {
1325 for (j = -range; j < range; j++) 1308 mapspace &ms = m->at (nx, ny);
1326 {
1327 m = op->map;
1328 sx = op->x + i;
1329 sy = op->y + j;
1330 1309
1331 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1332 if (mflags & P_OUT_OF_MAP)
1333 continue;
1334
1335 if (mflags & P_IS_ALIVE) 1310 if (ms.flags () & P_IS_ALIVE)
1311 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1336 { 1312 {
1337 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1313 next = tmp->above;
1338 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1339 break;
1340 1314
1341 if (tmp) 1315 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1342 { 1316 {
1343 if (tmp->head)
1344 tmp = tmp->head; 1317 tmp = tmp->head_ ();
1345 1318
1346 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1319 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1347 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1320 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1348 { 1321 {
1349 if (spell_ob->subtype == SP_DESTRUCTION) 1322 if (spell_ob->subtype == SP_DESTRUCTION)
1350 { 1323 {
1351 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1324 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1325
1352 if (spell_ob->other_arch) 1326 if (spell_ob->other_arch)
1353 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1327 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1354 } 1328 }
1355 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1329 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1356 { 1330 {
1357 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1331 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1358 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1332 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1359 } 1333 }
1360 } 1334 }
1361 } 1335 }
1362 } 1336 }
1363 }
1364 } 1337 }
1365 1338
1366 op->skill = skill; 1339 op->skill = skill;
1367 return 1; 1340 return 1;
1368} 1341}
1370/*************************************************************************** 1343/***************************************************************************
1371 * 1344 *
1372 * CURSE 1345 * CURSE
1373 * 1346 *
1374 ***************************************************************************/ 1347 ***************************************************************************/
1375
1376int 1348int
1377cast_curse (object *op, object *caster, object *spell_ob, int dir) 1349cast_curse (object *op, object *caster, object *spell_ob, int dir)
1378{ 1350{
1379 object *god = find_god (determine_god (op)); 1351 object *god = find_god (determine_god (op));
1380 object *tmp, *force; 1352 object *tmp, *force;
1384 { 1356 {
1385 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1357 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1386 return 0; 1358 return 0;
1387 } 1359 }
1388 1360
1361 tmp = tmp->head_ ();
1362
1389 /* If we've already got a force of this type, don't add a new one. */ 1363 /* If we've already got a force of this type, don't add a new one. */
1390 for (force = tmp->inv; force != NULL; force = force->below) 1364 for (force = tmp->inv; force; force = force->below)
1391 { 1365 {
1392 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1366 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1393 { 1367 {
1394 if (force->name == spell_ob->name) 1368 if (force->name == spell_ob->name)
1395 { 1369 {
1401 return 0; 1375 return 0;
1402 } 1376 }
1403 } 1377 }
1404 } 1378 }
1405 1379
1406 if (force == NULL) 1380 if (!force)
1407 { 1381 {
1408 force = get_archetype (FORCE_NAME); 1382 force = get_archetype (FORCE_NAME);
1409 force->subtype = FORCE_CHANGE_ABILITY; 1383 force->subtype = FORCE_CHANGE_ABILITY;
1384
1410 if (spell_ob->race) 1385 if (spell_ob->race)
1411 force->name = spell_ob->race; 1386 force->name = spell_ob->race;
1412 else 1387 else
1413 force->name = spell_ob->name; 1388 force->name = spell_ob->name;
1414 1389
1424 { 1399 {
1425 force->duration = duration; 1400 force->duration = duration;
1426 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1401 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1427 } 1402 }
1428 else 1403 else
1429 {
1430 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1404 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1431 } 1405
1432 return 1; 1406 return 1;
1433 } 1407 }
1408
1434 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1409 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1435 force->speed = 1.f; 1410 force->speed = 1.f;
1436 force->speed_left = -1.f; 1411 force->speed_left = -1.f;
1437 SET_FLAG (force, FLAG_APPLIED); 1412 SET_FLAG (force, FLAG_APPLIED);
1438 1413
1455 force->stats.wc = spell_ob->stats.wc; 1430 force->stats.wc = spell_ob->stats.wc;
1456 1431
1457 change_abil (tmp, force); /* Mostly to display any messages */ 1432 change_abil (tmp, force); /* Mostly to display any messages */
1458 insert_ob_in_ob (force, tmp); 1433 insert_ob_in_ob (force, tmp);
1459 tmp->update_stats (); 1434 tmp->update_stats ();
1435
1460 return 1; 1436 return 1;
1461
1462} 1437}
1463 1438
1464/********************************************************************** 1439/**********************************************************************
1465 * mood change 1440 * mood change
1466 * Arguably, this may or may not be an attack spell. But since it 1441 * Arguably, this may or may not be an attack spell. But since it
1472 */ 1447 */
1473int 1448int
1474mood_change (object *op, object *caster, object *spell) 1449mood_change (object *op, object *caster, object *spell)
1475{ 1450{
1476 object *tmp, *god, *head; 1451 object *tmp, *god, *head;
1477 int done_one, range, mflags, level, at, best_at; 1452 int done_one, range, level, at, best_at;
1478 sint16 x, y, nx, ny;
1479 maptile *m;
1480 const char *race; 1453 const char *race;
1481 1454
1482 /* We precompute some values here so that we don't have to keep 1455 /* We precompute some values here so that we don't have to keep
1483 * doing it over and over again. 1456 * doing it over and over again.
1484 */ 1457 */
1485 god = find_god (determine_god (op)); 1458 god = find_god (determine_god (op));
1486 level = caster_level (caster, spell); 1459 level = casting_level (caster, spell);
1487 range = spell->range + SP_level_range_adjust (caster, spell); 1460 range = spell->range + SP_level_range_adjust (caster, spell);
1488 1461
1489 /* On the bright side, no monster should ever have a race of GOD_... 1462 /* On the bright side, no monster should ever have a race of GOD_...
1490 * so even if the player doesn't worship a god, if race=GOD_.., it 1463 * so even if the player doesn't worship a god, if race=GOD_.., it
1491 * won't ever match anything. 1464 * won't ever match anything.
1492 */ 1465 */
1493 if (!spell->race) 1466 if (!spell->race)
1494 race = NULL; 1467 race = NULL;
1495 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1468 else if (god && spell->race == shstr_GOD_SLAYING)
1496 race = god->slaying; 1469 race = god->slaying;
1497 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1470 else if (god && spell->race == shstr_GOD_FRIEND)
1498 race = god->race; 1471 race = god->race;
1499 else 1472 else
1500 race = spell->race; 1473 race = spell->race;
1501 1474
1502 for (x = op->x - range; x <= op->x + range; x++) 1475 dynbuf buf;
1503 for (y = op->y - range; y <= op->y + range; y++) 1476 unordered_mapwalk (buf, op, -range, -range, range, range)
1504 { 1477 {
1505 done_one = 0; 1478 mapspace &ms = m->at (nx, ny);
1506 m = op->map;
1507 nx = x;
1508 ny = y;
1509 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1510 if (mflags & P_OUT_OF_MAP)
1511 continue;
1512 1479
1513 /* If there is nothing living on this space, no need to go further */ 1480 /* If there is nothing living on this space, no need to go further */
1514 if (!(mflags & P_IS_ALIVE)) 1481 if (!ms.flags () & P_IS_ALIVE)
1515 continue; 1482 continue;
1516 1483
1517 // players can only affect spaces that they can actually see 1484 // players can only affect spaces that they can actually see
1485 if (caster
1518 if (caster && caster->contr 1486 && caster->contr
1519 && caster->contr->visibility_at (m, nx, ny) < 70) 1487 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1520 continue; 1488 continue;
1521 1489
1522 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1490 for (tmp = ms.top; tmp; tmp = tmp->below)
1523 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1491 if (tmp->flag [FLAG_MONSTER])
1524 break; 1492 break;
1525 1493
1526 /* There can be living objects that are not monsters */ 1494 /* There can be living objects that are not monsters */
1527 if (!tmp || tmp->type == PLAYER) 1495 if (!tmp)
1528 continue; 1496 continue;
1529 1497
1530 /* Only the head has meaningful data, so resolve to that */ 1498 /* Only the head has meaningful data, so resolve to that */
1531 if (tmp->head)
1532 head = tmp->head; 1499 head = tmp->head_ ();
1533 else
1534 head = tmp;
1535 1500
1536 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1501 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1537 if (race && head->race && !strstr (race, head->race)) 1502 if (race && head->race && !strstr (race, head->race))
1538 continue; 1503 continue;
1539 1504
1540 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1505 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1541 continue; 1506 continue;
1542 1507
1543 /* Now do a bunch of stuff related to saving throws */ 1508 /* Now do a bunch of stuff related to saving throws */
1544 best_at = -1; 1509 best_at = -1;
1545 if (spell->attacktype) 1510 if (spell->attacktype)
1546 { 1511 {
1547 for (at = 0; at < NROFATTACKS; at++) 1512 for (at = 0; at < NROFATTACKS; at++)
1548 if (spell->attacktype & (1 << at)) 1513 if (spell->attacktype & (1 << at))
1549 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1514 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1550 best_at = at; 1515 best_at = at;
1551 1516
1552 if (best_at == -1) 1517 if (best_at == -1)
1553 at = 0; 1518 at = 0;
1554 else 1519 else
1555 { 1520 {
1556 if (head->resist[best_at] == 100) 1521 if (head->resist[best_at] == 100)
1557 continue; 1522 continue;
1558 else 1523 else
1559 at = head->resist[best_at] / 5; 1524 at = head->resist[best_at] / 5;
1560 } 1525 }
1526
1561 at -= level / 5; 1527 at -= level / 5;
1562 if (did_make_save (head, head->level, at)) 1528 if (did_make_save (head, head->level, at))
1563 continue; 1529 continue;
1564 } 1530 }
1565 else /* spell->attacktype */ 1531 else /* spell->attacktype */
1566 { 1532 {
1567 /* 1533 /*
1568 Spell has no attacktype (charm & such), so we'll have a specific saving: 1534 Spell has no attacktype (charm & such), so we'll have a specific saving:
1569 * if spell level < monster level, no go 1535 * if spell level < monster level, no go
1570 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1536 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1571 1537
1572 The chance will then be in the range [20-70] percent, not too bad. 1538 The chance will then be in the range [20-70] percent, not too bad.
1573 1539
1574 This is required to fix the 'charm monster' abuse, where a player level 1 can 1540 This is required to fix the 'charm monster' abuse, where a player level 1 can
1575 charm a level 125 monster... 1541 charm a level 125 monster...
1576 1542
1577 Ryo, august 14th 1543 Ryo, august 14th
1578 */ 1544 */
1579 if (head->level > level) 1545 if (head->level > level)
1580 continue; 1546 continue;
1581 1547
1582 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1548 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1583 /* Failed, no effect */ 1549 /* Failed, no effect */
1584 continue; 1550 continue;
1585 } 1551 }
1586 1552
1587 /* Done with saving throw. Now start affecting the monster */ 1553 /* Done with saving throw. Now start affecting the monster */
1554 done_one = 0;
1588 1555
1589 /* aggravation */ 1556 /* aggravation */
1590 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1557 if (QUERY_FLAG (spell, FLAG_MONSTER))
1591 { 1558 {
1592 CLEAR_FLAG (head, FLAG_SLEEP); 1559 CLEAR_FLAG (head, FLAG_SLEEP);
1593 remove_friendly_object (head); 1560 remove_friendly_object (head);
1594 done_one = 1; 1561 done_one = 1;
1595 head->enemy = op; 1562 head->enemy = op;
1596 } 1563 }
1597 1564
1598 /* calm monsters */ 1565 /* calm monsters */
1599 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1566 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1600 { 1567 {
1601 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1568 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1602 head->enemy = NULL; 1569 head->enemy = NULL;
1603 done_one = 1; 1570 done_one = 1;
1604 } 1571 }
1605 1572
1606 /* berserk monsters */ 1573 /* berserk monsters */
1607 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1574 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1608 { 1575 {
1609 SET_FLAG (head, FLAG_BERSERK); 1576 SET_FLAG (head, FLAG_BERSERK);
1610 done_one = 1; 1577 done_one = 1;
1611 } 1578 }
1612 1579
1613 /* charm */ 1580 /* charm */
1614 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1581 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1615 { 1582 {
1583 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1584
1616 /* Prevent uncontolled outbreaks of self replicating monsters. 1585 /* Prevent uncontrolled outbreaks of self replicating monsters.
1617 Typical use case is charm, go somwhere, use aggravation to make hostile. 1586 Typical use case is charm, go somwhere, use aggravation to make hostile.
1618 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1587 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1619 CLEAR_FLAG (head, FLAG_GENERATOR); 1588 CLEAR_FLAG (head, FLAG_GENERATOR);
1620 head->set_owner (op); 1589 head->set_owner (op);
1621 set_spell_skill (op, caster, spell, head); 1590 set_spell_skill (op, caster, spell, head);
1622 add_friendly_object (head); 1591 add_friendly_object (head);
1623 head->attack_movement = PETMOVE; 1592 head->attack_movement = PETMOVE;
1624 done_one = 1; 1593 done_one = 1;
1625 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1594 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1626 head->stats.exp = 0; 1595 head->stats.exp = 0;
1627 } 1596 }
1628 1597
1629 /* If a monster was effected, put an effect in */ 1598 /* If a monster was effected, put an effect in */
1630 if (done_one && spell->other_arch) 1599 if (done_one && spell->other_arch)
1631 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1600 m->insert (spell->other_arch->instance (), nx, ny, op);
1632 } /* for y */ 1601 }
1633 1602
1634 return 1; 1603 return 1;
1635} 1604}
1636
1637 1605
1638/* Move_ball_spell: This handles ball type spells that just sort of wander 1606/* Move_ball_spell: This handles ball type spells that just sort of wander
1639 * about. was called move_ball_lightning, but since more than the ball 1607 * about. was called move_ball_lightning, but since more than the ball
1640 * lightning spell used it, that seemed misnamed. 1608 * lightning spell used it, that seemed misnamed.
1641 * op is the spell effect. 1609 * op is the spell effect.
1642 * note that duration is handled by process_object() in time.c 1610 * note that duration is handled by process_object() in time.c
1643 */ 1611 */
1644
1645void 1612void
1646move_ball_spell (object *op) 1613move_ball_spell (object *op)
1647{ 1614{
1648 int i, j, dam_save, dir, mflags; 1615 int i, j, dam_save, dir, mflags;
1649 sint16 nx, ny, hx, hy; 1616 sint16 nx, ny, hx, hy;
1668 for (i = 1; i < 9; i++) 1635 for (i = 1; i < 9; i++)
1669 { 1636 {
1670 /* i bit 0: alters sign of offset 1637 /* i bit 0: alters sign of offset
1671 * other bits (i / 2): absolute value of offset 1638 * other bits (i / 2): absolute value of offset
1672 */ 1639 */
1673
1674 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1640 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1675 int tmpdir = absdir (op->direction + offset); 1641 int tmpdir = absdir (op->direction + offset);
1676 1642
1677 nx = op->x + freearr_x[tmpdir]; 1643 nx = op->x + freearr_x[tmpdir];
1678 ny = op->y + freearr_y[tmpdir]; 1644 ny = op->y + freearr_y[tmpdir];
1680 { 1646 {
1681 dir = tmpdir; 1647 dir = tmpdir;
1682 break; 1648 break;
1683 } 1649 }
1684 } 1650 }
1651
1685 if (dir == 0) 1652 if (dir == 0)
1686 { 1653 {
1687 nx = op->x; 1654 nx = op->x;
1688 ny = op->y; 1655 ny = op->y;
1689 m = op->map; 1656 m = op->map;
1715 1682
1716 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1683 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1717 { 1684 {
1718 if (j) 1685 if (j)
1719 op->stats.dam = dam_save / 2; 1686 op->stats.dam = dam_save / 2;
1687
1720 hit_map (op, j, op->attacktype, 1); 1688 hit_map (op, j, op->attacktype, 1);
1721
1722 } 1689 }
1723 1690
1724 /* insert the other arch */ 1691 /* insert the other arch */
1725 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1692 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1726 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1693 m->insert (op->other_arch->instance (), hx, hy, op);
1727 } 1694 }
1728 1695
1729 /* restore to the center location and damage */ 1696 /* restore to the center location and damage */
1730 op->stats.dam = dam_save; 1697 op->stats.dam = dam_save;
1731 1698
1740 1707
1741 op->direction = i; 1708 op->direction = i;
1742 } 1709 }
1743} 1710}
1744 1711
1745
1746/* move_swarm_spell: peterm 1712/* move_swarm_spell: peterm
1747 * This is an implementation of the swarm spell. It was written for 1713 * This is an implementation of the swarm spell. It was written for
1748 * meteor swarm, but it could be used for any swarm. A swarm spell 1714 * meteor swarm, but it could be used for any swarm. A swarm spell
1749 * is a special type of object that casts swarms of other types 1715 * is a special type of object that casts swarms of other types
1750 * of spells. Which spell it casts is flexible. It fires the spells 1716 * of spells. Which spell it casts is flexible. It fires the spells
1751 * from a set of squares surrounding the caster, in a given direction. 1717 * from a set of squares surrounding the caster, in a given direction.
1752 */ 1718 */
1753
1754void 1719void
1755move_swarm_spell (object *op) 1720move_swarm_spell (object *op)
1756{ 1721{
1757#if 0 1722#if 0
1758 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1723 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1759 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1724 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1760 sint16 target_x, target_y, origin_x, origin_y; 1725 sint16 target_x, target_y, origin_x, origin_y;
1761 int adjustdir; 1726 int adjustdir;
1762 maptile *m; 1727 maptile *m;
1763#endif 1728#endif
1764 int basedir;
1765 object *owner; 1729 object *owner = op->env;
1766 1730
1767 owner = op->owner; 1731 if (!owner) // MUST not happen, remove when true TODO
1768 if (op->duration == 0 || owner == NULL)
1769 { 1732 {
1733 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1770 op->destroy (); 1734 op->destroy ();
1771 return; 1735 return;
1772 } 1736 }
1773 1737
1738 if (!op->duration || !owner->is_on_map ())
1739 {
1740 op->drop_and_destroy ();
1741 return;
1742 }
1743
1774 op->duration--; 1744 op->duration--;
1775 1745
1776 basedir = op->direction; 1746 int basedir = op->direction;
1777 if (basedir == 0) 1747 if (!basedir)
1778 { 1748 {
1779 /* spray in all directions! 8) */ 1749 /* spray in all directions! 8) */
1780 basedir = rndm (1, 8); 1750 op->facing = (op->facing + op->state) & 7;
1751 basedir = op->facing + 1;
1781 } 1752 }
1782 1753
1783#if 0 1754#if 0
1784 // this is bogus: it causes wrong places to be checked below 1755 // this is bogus: it causes wrong places to be checked below
1785 // (a wall 2 cells away will block the effect...) and 1756 // (a wall 2 cells away will block the effect...) and
1846 { 1817 {
1847 /* Bullet spells have a bunch more customization that needs to be done */ 1818 /* Bullet spells have a bunch more customization that needs to be done */
1848 if (op->spell->subtype == SP_BULLET) 1819 if (op->spell->subtype == SP_BULLET)
1849 fire_bullet (owner, op, basedir, op->spell); 1820 fire_bullet (owner, op, basedir, op->spell);
1850 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1821 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1851 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1822 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1852 } 1823 }
1853} 1824}
1854
1855
1856
1857 1825
1858/* fire_swarm: 1826/* fire_swarm:
1859 * The following routine creates a swarm of objects. It actually 1827 * The following routine creates a swarm of objects. It actually
1860 * sets up a specific swarm object, which then fires off all 1828 * sets up a specific swarm object, which then fires off all
1861 * the parts of the swarm. 1829 * the parts of the swarm.
1864 * caster: the caster (owner, wand, rod, scroll) 1832 * caster: the caster (owner, wand, rod, scroll)
1865 * dir: the direction everything will be fired in 1833 * dir: the direction everything will be fired in
1866 * spell - the spell that is this spell. 1834 * spell - the spell that is this spell.
1867 * n: the number to be fired. 1835 * n: the number to be fired.
1868 */ 1836 */
1869
1870int 1837int
1871fire_swarm (object *op, object *caster, object *spell, int dir) 1838fire_swarm (object *op, object *caster, object *spell, int dir)
1872{ 1839{
1873 object *tmp;
1874 int i;
1875
1876 if (!spell->other_arch) 1840 if (!spell->other_arch)
1877 return 0; 1841 return 0;
1878 1842
1879 tmp = get_archetype (SWARM_SPELL); 1843 object *tmp = archetype::get (SWARM_SPELL);
1880 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1844
1881 set_spell_skill (op, caster, spell, tmp); 1845 set_spell_skill (op, caster, spell, tmp);
1882
1883 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1846 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1884 tmp->spell = arch_to_object (spell->other_arch); 1847 tmp->spell = spell->other_arch->instance ();
1885
1886 tmp->attacktype = tmp->spell->attacktype; 1848 tmp->attacktype = tmp->spell->attacktype;
1887 1849
1888 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1850 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1889 if (!tailor_god_spell (tmp, op)) 1851 if (!tailor_god_spell (tmp, op))
1890 return 1; 1852 return 1;
1891 1853
1892 tmp->duration = SP_level_duration_adjust (caster, spell); 1854 tmp->duration = SP_level_duration_adjust (caster, spell);
1893 for (i = 0; i < spell->duration; i++) 1855 for (int i = 0; i < spell->duration; i++)
1894 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1856 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1895 1857
1858 tmp->invisible = 1;
1859 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1896 tmp->direction = dir; 1860 tmp->direction = dir;
1897 tmp->invisible = 1; 1861 tmp->facing = rndm (1, 8); // initial firing direction
1862 tmp->state = rndm (4) * 2 + 1; // direction increment
1898 1863
1899 tmp->insert_at (op, op); 1864 op->insert (tmp);
1865
1900 return 1; 1866 return 1;
1901} 1867}
1902
1903 1868
1904/* See the spells documentation file for why this is its own 1869/* See the spells documentation file for why this is its own
1905 * function. 1870 * function.
1906 */ 1871 */
1907int 1872int
1912 int dam, mflags; 1877 int dam, mflags;
1913 maptile *m; 1878 maptile *m;
1914 1879
1915 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1880 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1916 1881
1917 if (!dir) 1882 if (dir)
1918 {
1919 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1920 return 0;
1921 } 1883 {
1922
1923 x = op->x + freearr_x[dir]; 1884 x = op->x + freearr_x[dir];
1924 y = op->y + freearr_y[dir]; 1885 y = op->y + freearr_y[dir];
1925 m = op->map; 1886 m = op->map;
1926 1887
1927 mflags = get_map_flags (m, &m, x, y, &x, &y); 1888 mflags = get_map_flags (m, &m, x, y, &x, &y);
1928 1889
1929 if (mflags & P_OUT_OF_MAP) 1890 if (mflags & P_OUT_OF_MAP)
1930 { 1891 {
1931 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1892 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1932 return 0; 1893 return 0;
1933 } 1894 }
1934 1895
1935 if (mflags & P_IS_ALIVE && spell->attacktype) 1896 if (mflags & P_IS_ALIVE && spell->attacktype)
1936 { 1897 {
1937 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1898 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1938 if (QUERY_FLAG (target, FLAG_MONSTER)) 1899 if (QUERY_FLAG (target, FLAG_MONSTER))
1939 { 1900 {
1940 /* oky doky. got a target monster. Lets make a blinding attack */ 1901 /* oky doky. got a target monster. Lets make a blinding attack */
1941 if (target->head) 1902 if (target->head)
1942 target = target->head; 1903 target = target->head;
1904
1943 (void) hit_player (target, dam, op, spell->attacktype, 1); 1905 hit_player (target, dam, op, spell->attacktype, 1);
1944 return 1; /* one success only! */ 1906 return 1; /* one success only! */
1907 }
1945 } 1908 }
1946 }
1947 1909
1948 /* no live target, perhaps a wall is in the way? */ 1910 /* no live target, perhaps a wall is in the way? */
1949 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1911 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1950 { 1912 {
1951 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1913 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1952 return 0; 1914 return 0;
1915 }
1953 } 1916 }
1954 1917
1955 /* ok, looks groovy to just insert a new light on the map */ 1918 /* ok, looks groovy to just insert a new light on the map */
1956 tmp = arch_to_object (spell->other_arch); 1919 tmp = spell->other_arch->instance ();
1957 if (!tmp) 1920 if (!tmp)
1958 { 1921 {
1959 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1922 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1960 return 0; 1923 return 0;
1961 } 1924 }
1925
1962 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1926 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1927
1963 if (tmp->glow_radius) 1928 if (tmp->glow_radius)
1964 { 1929 tmp->set_glow_radius (
1965 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1930 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1966 if (tmp->glow_radius > MAX_LIGHT_RADII) 1931 );
1967 tmp->glow_radius = MAX_LIGHT_RADII;
1968 }
1969 1932
1933 if (dir)
1970 m->insert (tmp, x, y, op); 1934 m->insert (tmp, x, y, op);
1935 else
1936 caster->outer_env_or_self ()->insert (tmp);
1937
1971 return 1; 1938 return 1;
1972} 1939}
1973
1974
1975
1976 1940
1977/* cast_cause_disease: this spell looks along <dir> from the 1941/* cast_cause_disease: this spell looks along <dir> from the
1978 * player and infects someone. 1942 * player and infects someone.
1979 * op is the player/monster, caster is the object, dir is the direction 1943 * op is the player/monster, caster is the object, dir is the direction
1980 * to cast, disease_arch is the specific disease, and type is the spell number 1944 * to cast, disease_arch is the specific disease, and type is the spell number
1981 * perhaps this should actually be in disease.c? 1945 * perhaps this should actually be in disease.c?
1982 */ 1946 */
1983
1984int 1947int
1985cast_cause_disease (object *op, object *caster, object *spell, int dir) 1948cast_cause_disease (object *op, object *caster, object *spell, int dir)
1986{ 1949{
1987 sint16 x, y; 1950 sint16 x, y;
1988 int i, mflags, range, dam_mod, dur_mod; 1951 int i, mflags, range, dam_mod, dur_mod;
1995 /* If casting from a scroll, no direction will be available, so refer to the 1958 /* If casting from a scroll, no direction will be available, so refer to the
1996 * direction the player is pointing. 1959 * direction the player is pointing.
1997 */ 1960 */
1998 if (!dir) 1961 if (!dir)
1999 dir = op->facing; 1962 dir = op->facing;
1963
2000 if (!dir) 1964 if (!dir)
2001 return 0; /* won't find anything if casting on ourself, so just return */ 1965 return 0; /* won't find anything if casting on ourself, so just return */
2002 1966
2003 /* Calculate these once here */ 1967 /* Calculate these once here */
2004 range = spell->range + SP_level_range_adjust (caster, spell); 1968 range = spell->range + SP_level_range_adjust (caster, spell);
2026 { 1990 {
2027 /* search this square for a victim */ 1991 /* search this square for a victim */
2028 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1992 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2029 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1993 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2030 { /* found a victim */ 1994 { /* found a victim */
2031 object *disease = arch_to_object (spell->other_arch); 1995 object *disease = spell->other_arch->instance ();
2032 1996
2033 disease->set_owner (op); 1997 disease->set_owner (op);
2034 set_spell_skill (op, caster, spell, disease); 1998 set_spell_skill (op, caster, spell, disease);
2035 disease->stats.exp = 0; 1999 disease->stats.exp = 0;
2036 disease->level = caster_level (caster, spell); 2000 disease->level = casting_level (caster, spell);
2037 2001
2038 /* do level adjustments */ 2002 /* do level adjustments */
2039 if (disease->stats.wc) 2003 if (disease->stats.wc)
2040 disease->stats.wc += dur_mod / 2; 2004 disease->stats.wc += dur_mod / 2;
2041 2005
2042 if (disease->magic > 0) 2006 if (disease->magic > 0)
2043 disease->magic += dur_mod / 4; 2007 disease->magic += dur_mod / 8;
2044 2008
2045 if (disease->stats.maxhp > 0) 2009 if (disease->stats.maxhp > 0)
2046 disease->stats.maxhp += dur_mod; 2010 disease->stats.maxhp += dur_mod;
2047 2011
2048 if (disease->stats.maxgrace > 0) 2012 if (disease->stats.maxgrace > 0)
2086 if (infect_object (walk, disease, 1)) 2050 if (infect_object (walk, disease, 1))
2087 { 2051 {
2088 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2052 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2089 2053
2090 disease->destroy (); /* don't need this one anymore */ 2054 disease->destroy (); /* don't need this one anymore */
2091 walk->map->insert (get_archetype ("detect_magic"), x, y, op); 2055 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2092 return 1; 2056 return 1;
2093 } 2057 }
2094 2058
2095 disease->destroy (); 2059 disease->destroy ();
2096 } 2060 }

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